BuildBundleInfo.cs 5.2 KB

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  1. using System;
  2. using System.Linq;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEditor;
  6. namespace YooAsset.Editor
  7. {
  8. public class BuildBundleInfo
  9. {
  10. #region 补丁文件的关键信息
  11. /// <summary>
  12. /// Unity引擎生成的哈希值(构建内容的哈希值)
  13. /// </summary>
  14. public string PackageUnityHash { set; get; }
  15. /// <summary>
  16. /// Unity引擎生成的CRC
  17. /// </summary>
  18. public uint PackageUnityCRC { set; get; }
  19. /// <summary>
  20. /// 文件哈希值
  21. /// </summary>
  22. public string PackageFileHash { set; get; }
  23. /// <summary>
  24. /// 文件哈希值
  25. /// </summary>
  26. public string PackageFileCRC { set; get; }
  27. /// <summary>
  28. /// 文件哈希值
  29. /// </summary>
  30. public long PackageFileSize { set; get; }
  31. /// <summary>
  32. /// 构建输出的文件路径
  33. /// </summary>
  34. public string BuildOutputFilePath { set; get; }
  35. /// <summary>
  36. /// 补丁包的源文件路径
  37. /// </summary>
  38. public string PackageSourceFilePath { set; get; }
  39. /// <summary>
  40. /// 补丁包的目标文件路径
  41. /// </summary>
  42. public string PackageDestFilePath { set; get; }
  43. /// <summary>
  44. /// 加密生成文件的路径
  45. /// 注意:如果未加密该路径为空
  46. /// </summary>
  47. public string EncryptedFilePath { set; get; }
  48. #endregion
  49. /// <summary>
  50. /// 资源包名称
  51. /// </summary>
  52. public string BundleName { private set; get; }
  53. /// <summary>
  54. /// 参与构建的资源列表
  55. /// 注意:不包含零依赖资源和冗余资源
  56. /// </summary>
  57. public readonly List<BuildAssetInfo> AllMainAssets = new List<BuildAssetInfo>();
  58. /// <summary>
  59. /// Bundle文件的加载方法
  60. /// </summary>
  61. public EBundleLoadMethod LoadMethod { set; get; }
  62. /// <summary>
  63. /// 是否为原生文件
  64. /// </summary>
  65. public bool IsRawFile
  66. {
  67. get
  68. {
  69. foreach (var assetInfo in AllMainAssets)
  70. {
  71. if (assetInfo.IsRawAsset)
  72. return true;
  73. }
  74. return false;
  75. }
  76. }
  77. /// <summary>
  78. /// 是否为加密文件
  79. /// </summary>
  80. public bool IsEncryptedFile
  81. {
  82. get
  83. {
  84. if (string.IsNullOrEmpty(EncryptedFilePath))
  85. return false;
  86. else
  87. return true;
  88. }
  89. }
  90. public BuildBundleInfo(string bundleName)
  91. {
  92. BundleName = bundleName;
  93. }
  94. /// <summary>
  95. /// 添加一个打包资源
  96. /// </summary>
  97. public void PackAsset(BuildAssetInfo assetInfo)
  98. {
  99. if (IsContainsAsset(assetInfo.AssetPath))
  100. throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
  101. AllMainAssets.Add(assetInfo);
  102. }
  103. /// <summary>
  104. /// 是否包含指定资源
  105. /// </summary>
  106. public bool IsContainsAsset(string assetPath)
  107. {
  108. foreach (var assetInfo in AllMainAssets)
  109. {
  110. if (assetInfo.AssetPath == assetPath)
  111. {
  112. return true;
  113. }
  114. }
  115. return false;
  116. }
  117. /// <summary>
  118. /// 获取资源包的分类标签列表
  119. /// </summary>
  120. public string[] GetBundleTags()
  121. {
  122. List<string> result = new List<string>(AllMainAssets.Count);
  123. foreach (var assetInfo in AllMainAssets)
  124. {
  125. foreach (var assetTag in assetInfo.BundleTags)
  126. {
  127. if (result.Contains(assetTag) == false)
  128. result.Add(assetTag);
  129. }
  130. }
  131. return result.ToArray();
  132. }
  133. /// <summary>
  134. /// 获取构建的资源路径列表
  135. /// </summary>
  136. public string[] GetAllMainAssetPaths()
  137. {
  138. return AllMainAssets.Select(t => t.AssetPath).ToArray();
  139. }
  140. /// <summary>
  141. /// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
  142. /// </summary>
  143. public List<string> GetAllBuiltinAssetPaths()
  144. {
  145. var packAssets = GetAllMainAssetPaths();
  146. List<string> result = new List<string>(packAssets);
  147. foreach (var assetInfo in AllMainAssets)
  148. {
  149. if (assetInfo.AllDependAssetInfos == null)
  150. continue;
  151. foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
  152. {
  153. // 注意:依赖资源里只添加零依赖资源和冗余资源
  154. if (dependAssetInfo.HasBundleName() == false)
  155. {
  156. if (result.Contains(dependAssetInfo.AssetPath) == false)
  157. result.Add(dependAssetInfo.AssetPath);
  158. }
  159. }
  160. }
  161. return result;
  162. }
  163. /// <summary>
  164. /// 创建AssetBundleBuild类
  165. /// </summary>
  166. public UnityEditor.AssetBundleBuild CreatePipelineBuild()
  167. {
  168. // 注意:我们不在支持AssetBundle的变种机制
  169. AssetBundleBuild build = new AssetBundleBuild();
  170. build.assetBundleName = BundleName;
  171. build.assetBundleVariant = string.Empty;
  172. build.assetNames = GetAllMainAssetPaths();
  173. return build;
  174. }
  175. /// <summary>
  176. /// 获取所有写入补丁清单的资源
  177. /// </summary>
  178. public BuildAssetInfo[] GetAllManifestAssetInfos()
  179. {
  180. return AllMainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
  181. }
  182. /// <summary>
  183. /// 创建PackageBundle类
  184. /// </summary>
  185. internal PackageBundle CreatePackageBundle()
  186. {
  187. PackageBundle packageBundle = new PackageBundle();
  188. packageBundle.BundleName = BundleName;
  189. packageBundle.FileHash = PackageFileHash;
  190. packageBundle.FileCRC = PackageFileCRC;
  191. packageBundle.FileSize = PackageFileSize;
  192. packageBundle.UnityCRC = PackageUnityCRC;
  193. packageBundle.IsRawFile = IsRawFile;
  194. packageBundle.LoadMethod = (byte)LoadMethod;
  195. packageBundle.Tags = GetBundleTags();
  196. return packageBundle;
  197. }
  198. }
  199. }